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Serious Sam handled massive amounts of enemies on 56k modem connections

staniks.github.io

121–130 of 172 posts

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#121

I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…

That game was legit. You should be proud that all your efforts resulted in something truly great that people loved to play. Thanks!

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#122
post #75

Earlier quoted context omitted.

I love how there's an article about how some legendary game was made, and someone in the comments casually goes "oh yeah, I built that, fun times". It's great.

HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!

Link?

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#123

Earlier quoted context omitted.

HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!

Link?

If you know a good way of searching through my entire comment history I'm happy to search for it, but it was some years ago, and I post several comments a day, so it may be a tall order to manually page through my history.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#124

Earlier quoted context omitted.

HN is wonderful for that. I once commented on an article about Brave Browser that it was an ad extortion racket, and Brendan Eich showed up to call me an asshole. Good times!

Link?

https://news.ycombinator.com/item?id=11230347

... via:

https://duckduckgo.com/?q=site%3Anews.ycombinator.com+%22Adm...

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#125

I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…

you've no doubt heard it many times, but the split screen game play was very appreciated

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#126
post #71

Earlier quoted context omitted.

Why wouldn't they? It's called great sound design. Games of the 90s and early 2000s put a lot of effort in that. See Thief the dark project. Sound design can bring more immersiveness than graphics alone. It's something forgotten in many games of today that keep beating the ray traced graphics horse

I think it was a rhetorical question. I wasn't a big fan of the SS series, but those damn kamikaze still echo in my mind. I've even had nightmares about them...

the way they start in the distance and blend into the rest of the sounds until... ".. wait what's that sound?"

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#127
post #20
post #19

Serious Sam was always a killer LAN party game. Not necessarily because it was the sexiest title of the day, or what anyone had planned. Serious Sam won the LAN party because even when every other game died under some driver issue, thermal issue, update problem, whatever, you’d load Serious Sam and it would just work. This continued through the later series too, hell of someone’s machine was completely dead in the wa…

Also, the many speaker sound of “aaaaaaaaaaaaah” was delightful

"aaaaaaaaaaaaah, yourself" was the best response.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#128

Earlier quoted context omitted.

Link?

If you know a good way of searching through my entire comment history I'm happy to search for it, but it was some years ago, and I post several comments a day, so it may be a tall order to manually page through my history.

You can use the sort of official HN search engine like this: https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que...

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#129
post #34

Earlier quoted context omitted.

Also it's easier to cheat when your local client has all the data.

Not so much easier but enables a different class of cheats in games where players don't have perfect information, even with other schemes there is normally enough information leaked that similar cheats are possible. OTOH using a deterministic simulation prevents a whole class of other cheats.

What class of cheats are prevented in deterministic simulation but possible with a dedicated server running a state synchronization netcode model? I don't think any...

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#130

Yet games with 10x the bandwidth struggle to support that many enemies. It only just occurred to me: an increase of technological resources actually has a reversing effect on the efficiency and creativity of computer science. As bandwidth, storage, memory and compute has gotten bigger, there is an inverse response in the software that makes it slower, more bloated, and less capable, per discrete unit of resource. Cal…

Better known colloquially as software bloat!
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